Why Open World Design Will Fix Mirror’s Edge

Months ago, Mirror's Edge 2 was announced. Even better, it was confirmed as being an open world game: something which I have always believed the series should be, and something which I think would have fixed all the original's problems. But many disagree. Read on to find out why, and more importantly, how open world design would fix the series.

A game needs a storyline like Bioshock's to really justify a linear experience nowadays so I think open world is the healthiest direction a series can take. But saying that there was a LOT wrong with mirror's edge. The platforming was far from perfect, the storyline was laughable, as was the voice acting, the combat was abysmal and as time went on the pacing just got worse and worse. Not to mention while the art style was brilliant it was also pretty static - I think the best deviation the game had to offer from glistening white roof was a sewer level which is more of a sin than anything else.

So I'd like to see more of the city ranging from the run down crappy parts to suburban areas and also maybe open up the inside of the buildings to a bit of free running as well (not all buildings open their doors to corridors. Some have an atrium). Overall I liked mirror's edge but damn was it a rough diamond - needs a serious polish for the sequel.

I totally agree. I don't think the platforming was too bad at all, but the storyline, combat etc.... All needed a real fix. In this piece I mostly just focused on the traversal gameplay mechanic, as that is what would really shine from the game being open world. And that would also sidestep issues of combat (avoidable) and pacing (you're in control), so would fix a lot.

But still, Mirror's Edge was definitely flawed as heck and hopefully 2 will sort that out.

That's true - but the platforming suffered in the sense judging jumps was sometimes hit and miss. First person perspective loses a lot of detail that is other wise present to us in real life in terms of basic kinetic and haptic feedback from our body. Your whole body knows what to do as soon as one toe begins to slip off a step but in a game you have no indication of this unless it's third person. Still - I think a clever UI could supplement it all and it would be nice because third person games have had a huge evolution of things like camera placement, aiming, movement, etc. that first person titles just lost out on. Attempts to move it forward, like Brink, have often been unsuccessful.

Wall and double jumps seem to me a great way to open up vertical movement and create some real crazy MP fun. As it stands the closest FPS's get to a feeling of agility is "press X to vault".